/Engine/Source/Runtime/Engine/Public/ChartCreation.h
struct FFrameData
bool
bBinThisFrame
Should this frame be considered for histogram generation (controlled by t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding)
bool
bGameThreadBound
Was this frame bound in one of the major functional units (only set if bBinThisFrame is true and the frame was longer thanFEnginePerformanceTargets::GetTargetFrameTimeThresholdMS)
bool
bGPUBound
bool
bRenderThreadBound
bool
bRHIThreadBound
double
DeltaSeconds
Estimate of how long the last frame was (this is either TrueDeltaSeconds or TrueDeltaSeconds - IdleSeconds, depending on the cvar t.FPSChart.ExcludeIdleTime)
double
DemoDriverTickFlushTimeSeconds
Duration of the replay networking portion of the frame.
double
DynamicResolutionScreenPercentage
Dynamic resolution screen percentage. 0.0 if dynamic resolution is disabled.
uint32
FlushAsyncLoadingCount
Total number of times FlushAsyncLoading() was called this frame.
double
FlushAsyncLoadingTime
Total time spent flushing async loading on the game thread this frame.
double
GameDriverTickFlushTimeSeconds
Duration of the primary networking portion of the frame (that is, communication between server and clients).
double
GameThreadTimeSeconds
Duration of each of the major functional units (GPU time is frequently inferred rather than actual)
double
GPUTimeSeconds
EFrameHitchType
HitchStatus
Did we hitch?
double
IdleOvershootSeconds
How long did we burn idling beyond what we requested this frame (FApp::GetIdleTimeOvershoot). WaitTime we requested for the frame = IdleSeconds - IdleOvershootSeconds.
double
IdleSeconds
How long did we burn idling until this frame (FApp::GetIdleTime) (e.g., when running faster than a frame rate target on a dedicated server)
double
RenderThreadTimeSeconds
double
RHIThreadTimeSeconds
uint32
SyncLoadCount
The number of sync loads performed in this frame.
double
TrueDeltaSeconds
Time elapsed since the last time the performance tracking system ran.